3#include <map_obj/ActorBlockBase.h>
4#include <enemy/EnemyBoyoMgr.h>
5#include <graphics/AnimModel.h>
6#include <actor/Profile.h>
22 static_assert(
sizeof(
DrcTouchCB) == 4,
"DrcTouchCB size mismatch");
43
44
45
46
51
52
53
54
70 return mRouletteCountdown;
75 mRouletteCountdown = countdown;
80 return mRouletteRollIndex;
85 mRouletteRollIndex = index;
108static_assert(
sizeof(
RouletteBlock) == 0x1D10,
"RouletteBlock size mismatch");
Definition RouletteBlock.h:17
bool bcSetTouchNormal(BgCollision *bg_collision, const sead::Vector2f &pos) override
Definition RouletteBlock.h:10
void onDrcTouch() override
u8 mRouletteRollIndex
Definition RouletteBlock.h:99
u8 getRouletteRollIndex() const
Definition RouletteBlock.h:78
u32 getRouletteCountdown() const
Definition RouletteBlock.h:68
u32 _1d04
Definition RouletteBlock.h:104
void rollRoulette()
Only updates the texture animation frame, which is read elsewhere in order to dispense contents.
void setRouletteCountdown(u32 countdown)
Definition RouletteBlock.h:73
u32 mRouletteCountdown
Definition RouletteBlock.h:98
sead::Vector3f mScaleFactor
Definition RouletteBlock.h:100
FrameCtrl * getFrameCtrl() const
Definition RouletteBlock.h:63
AnimModel * mModelUsed
Definition RouletteBlock.h:94
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
AnimModel * mModelActive
Definition RouletteBlock.h:93
bool mAlreadyUsed
Definition RouletteBlock.h:97
void setRouletteRollIndex(u8 index)
Definition RouletteBlock.h:83
f32 _1cf8
Definition RouletteBlock.h:101
RouletteBlock(const ActorCreateParameter ¶m)
TexturePatternAnimation * getTexAnim() const
Definition RouletteBlock.h:58
u32 _1d00
Definition RouletteBlock.h:103
~RouletteBlock() override
Definition RouletteBlock.h:28
u8 _1cfc[4]
Definition RouletteBlock.h:102
DrcTouchCB mDrcTouchCallback
Definition RouletteBlock.h:106
static const ActorData cCreateInfo
Definition RouletteBlock.h:90
Result create() override
Main initialization/setup callback for the actor.
void vf2DC() override
Ran when the block is hit, and reads the texture animation frame in order to dispense proper contents...
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
FrameCtrl * mFrameCtrl
Definition RouletteBlock.h:96
EnemyBoyoMgr * mBoyoMgr
Definition RouletteBlock.h:105
TexturePatternAnimation * mTexAnim
Definition RouletteBlock.h:95
SEAD_RTTI_OVERRIDE(RouletteBlock, ActorBlockBase)